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We are proud to announce the release of the OctaneRender™ for Modo® beta product. Developed by Paul Kinnane using Octane's SDK, the OctaneRender™ GPU-based rendering engine is now closely integrated into the Modo® modelling environment.

OctaneRender™ is currently recognized by many industry professionals and 3D graphic visualization artists as the most advanced and fastest GPU-based physically-based render engine with an advanced and flexible node-based workflow and user-interface. Now, with our new plugin products, you can have the most advanced, fastest physically-based render engine on the market tightly integrated into your 3D modeling and animation software.

This new plugin will provide a fast workflow and rendering pipeline suitable for interactive editing and fast final animation rendering output by usingModo®'s environment for scene setup. Fine-tuning and animating all parameters for objects, materials, and lights are all done from within Modo®. Please see more details of this initial release below.

Full access to the Octane material LiveDb (which are downloaded in a batch process into Modo presets)

Loading of Modo Mesh, Rigged meshes, Replicator and Instance items.

Additional button on Area and Point lights to create emitter geometry and automatically setup an emitter material

Courtesy of Zay:

PLANNED FUNCTIONALITY (to be implemented in the open beta phase)

Support for Modo procedural textures

Loading of Modo Static and Proxy meshes

Send viewport keystrokes to the parent window

Add option to use another render camera (other than the current render camera)

LiveDb – autoparent to the currently selected Shader Tree group

Add Shader Tree filter for Octane Materials

Octane spherical camera support

PLANNED FUNCTIONALITY (long-term)

Enable docking of the Viewport

Render Region

Rendering of spline based geometry and curves

OCTANELIVE™

Just like OctaneRender Standalone, The Modo Plugin product also needs an OctaneLive license and needs to be activated on a machine. This has to be done whenever needed - and is covered in the manual (http://render.otoy.com/manuals/Modo/).

COMPATIBILITY AND OCTANERENDER STANDALONE REQUIREMENT

To run OctaneRender™ for Modo®, you need to have an activated OctaneRender Standalone license on the machine you wish to install the plugin onto. You cannot purchase only the Modo Plugin and use it without also owning an activated copy of OctaneRender Standalone.

HOW TO PURCHASE LICENSES

Go to our online shop here: http://render.otoy.com/shop/A license for the plugin product alone will cost 99 € while in the initial open beta phase.

The plugin will require the user to have a valid OctaneRender™ Standalone version installed and activated. If you don't have an OctaneRender license yet, you can purchase both the plugin and the engine/standalone licenses as one bundle during the beta phase for 279 €.

You can also purchase a 3, 5 or 10 pack of OctaneRender™ for Modo® licenses, just like OctaneRender™ Standalone Edition packs.

- Only Windows is supported at this stage. A Mac OSX version will be developed during 2014 - The Viewport cannot be docked to the Modo UI - In order for the Octane camera to exactly match the Modo camera, the Modo camera -> Film Back -> Film Fit needs to be to “Overscan” - Rendering of Static meshes and Proxies is not currently support, but is planned to be implemented during the beta phase - Conversion of Modo procedural textures to Octane procedural textures is not currently support, but will be implemented during the beta phase - Changes to Mesh subd settings do not trigger a Live geometry update (you will need to refresh the scene for this to take effect). - Rendering Curves is not currently supported

ISSUE RESOLUTION

If you have any issues, please report them in the Modo plug-in subforum, and include the following information:

can you tell me if having hdr light studio and the new mesh fusion plugin would effect your plugin in any way?

The beta testers tell me that the HDR Light Studio plugin works nicely with the Octane plugin, and as you change the HDR image, the Octane plugin updates the Octane Texture Environment to use the new plugin. MeshFusion is OK too - although my understanding is that both use the Modo Schematic heavily, so you will have (separate) workspaces for each Octane materials and MeshFushion object.